Not to get into too much detail, I would be remiss by not discussing what Fallout 76 is. I’ve already written a fairly concise review of Fallout 76 and a Fallout 76 rant. If you’re interested in reading more, you might start with these. Anyway, Fallout 76 is basically an MMORPG similar to the Elder Scrolls online. It offers both multiplayer and single player aspects. I won’t get into too many specifics, but suffice it to say that when it was released in November 2018, it was (and still is) a completely rough game with many bugs, glitching, crashing and is still to this day, highly unstable.

If you’re thinking of investing in the purchase of this game, you must take the very bad with a little bit of good. The good being very limited in this game. There were many promises made for Fallout 76, many of which Bethesda has not yet delivered. Unfortunately, with this newest DLC, there’s not a whole lot here that improves Fallout 76 in useful ways. Yet, it adds some small new things which I will get into next.

Wild Appalachia

On March 13, Wild Appalachia dropped into the Fallout 76 world. Other than a few cosmetic improvements to the UI, the game is basically what it was prior to this release. The primary additions in this release include:

Brewing Station — Craft your own Beer, Wine and Hard Liquor at your own base or workshop

Two new map points: Tattoo Parlor and Fraternity Row in Morgantown

A new quest that rewards you with the crafting station plans

A new daily quest that rewards you with recipes for the distillery

Increased base budget (to allow for building the distillery workbenches)

A new drink called Nukashine (and other new recipes)

Brahmin can be milked

CAMP sites now remove all grass and vegetation around the area

Radios are back. You can create a radio and tune it to Appalachia or Classical stations.

A way to report “bad seed” players. It’s anyone’s guess what Bethesda will do with these reports.

Some negative additions include:

Poor quality load-in. Where the prior release load-in was relatively smooth and worked well, we’ve taken a step backward. Now the load-in is slow, awkward and adds a new stuttery / jittery experience when the controls are being released to the client.

Poor quality fast travel. When the last release had mostly fixed the fast travel lock up problems, the disparity between when you appear and when you get control still exists. In this latest release, it’s gotten worse again.

Radios turn off when you fast travel away from your base and then return or when you load in new. You have to always turn them back on.

Mixing the same food items of differing conditions messes with the condition. Items that were added at 100% condition mixed with items that were at 20% condition yield all items at 20% condition in only a minute or two after mixing.

Button presses on the Xbox controller are now indeterminate. Sometimes you can press and the button will react, sometimes you press and it doesn’t. You’ll sometimes have to press 2 or 3 times to get the game to react to the press.

Food and Fusion cores now appear to expire faster with this update. Bethesda has even acknowledged the faster food spoilage problem. It seems they interfered with the food spoilage clock when crafting this DLC. It probably affected the rate at which Fusion Cores are used also.

Fasnacht Parade Event

As of March 19th, the Fasnacht Parade event was released in the town of Helvetia in the game. This is a limited seasonal event very similar in style to Distinguished Guests at Bolton Greens, where you need to first go find the robots, then do things for the robots. With Distinguished Guests, after finding all of the robots and getting them back to the house, you need to go find both place settings and table centerpieces. In the Fasnacht Parade, you must help each robot individually with things they want.

In this event, there are the following Robots:

The Butcher

The Baker

The Candlestick Maker

The Beekeeper

The Historian

The Decorator

The Frog Egg Collector

The Woodchopper

This is a seasonal event that will run for about 1 week, we assume. So, if you want to participate in this event and potentially win Fasnacht masks, you’ll want to do so quickly.

There is only a chance you’ll win a mask at the end of the event. If you want to be sure to win a mask, you’ll need to participate in this event as often as you can. You’ll probably get a bunch of duplicate masks doing this.

Anyway, the game randomly selects 5 of the above robots to participate in the parade. You’ll need to read the quest requirements along the way to know which robots have been selected. Once you perform the requirements for each robot, for example, collecting frog eggs for the Frog Egg robot or collect beeswax for the Candlestick maker, each robot will make its way to the road (slowly) and get in line.

Once you have all 5 robots in line, the Master of Ceremonies robot will head to the line and begin the parade.

Along the way these robots will be attacked by different creatures in 3 different waves. First frogs, then Supermutants than finally by wolves, Stingwings and a legendary Sloth. After killing all of the interruptions in the parade (and protecting the robots), the MC will officiate a bonfire and the event concludes. It usually takes about 10-15 minutes for the entire parade to make its rounds. Just gotta make sure to protect those robots. As of 3/26, this event has closed.

Lemonade Stand

I debated about even discussing this as it’s nearly inconsequential, but here it is. In separate addition to the distillery, Bethesda has added a lemonade stand to the game. It’s a randomly spawned vendor who sells only, get this, two recipes: Lemonade and Hard Lemonade. That’s it. That’s the sole reason for this vendor’s existence. This vendor spawns at various locations around Appalachia complete with wooden stand adorned with blue and yellow balloons. I’ve found him not far from the Charleston train station and not far from the big Teapot under one of the high tension towers. The recipes aren’t that expensive, but at the same time they’re not that useful. It’s not even really lemonade.

The ingredients for “lemonade” include acid and boiled water. Not exactly lemonade. Perhaps Bethesda should have included a lemon plant (or even lemon grass) into the game first? Then had us go pick this plant to make lemonade? I don’t know, maybe that would have worked better? Hard lemonade is made by mixing Vodka with Lemonade. Note that I discuss the effects of the Hard Lemonade below.

Survival Mode vs Adventure Mode

As of 3/26, Bethesda has introduced the somewhat anticipated new PVP area entitled ‘Survival Mode’. This new server has fewer restrictions on PVP. For example when you load in to a Survival mode server, you’re automatically in PVP with anyone who comes along. No longer do you need to initiate PVP through the old (and stupid) “shoot at someone, then they must shoot back” system. Additionally, here are a few more rules:

Upon player death, you must respawn at train stations, friendly CAMPs or Vault 76.

Cap rewards for player kills are doubled

Drop all junk and some aid items on death

Only “Wanted” players and the Top 3 are visible on the map

All XP gained increased by 20% (possibly temporary)

As far as I can tell, the same rules on the Adventure Servers still apply and nothing has changed. If someone tries to initiate PVP, they can. If they want to grief or harass you or your base, they are still free to do so. No rules around PVP have apparently changed in the Adventure mode servers. You choose which environment you wish to enter at the load-in screen right after pressing “PLAY”.

What went wrong?

While it’s fine to add new things to Fallout 76, Bethesda has been entirely remiss with this game. Instead of trying to fix the MANY existing stability issues, they insist on adding new features to the game which don’t add a quality new experience. For example, the primary addition to this DLC is the Brewing Station.

The problem I have with adding a distillery is that liquor is already incredibly easy to obtain in Fallout 76. Sure, you can now brew your own at your camp, but for what purpose? You can still go find all of the free liquor sitting around on tables and all over Fallout 76 that readily and quickly spawns and that doesn’t require collecting a bunch of corn and razor grain. In just two days of roaming Fallout 76, I had amassed hundreds of bottles of beer, liquor and moonshine. Granted, I know where the spawn points are likely to be, but still I was able to amass a crap ton of beer, wine and spirits. Worse, to brew, you need boiled water and various ingredients like corn, razor grain and similar. This means you need to build out a farm if you intend to brew. If you roam the world looking for already brewed liquor, you don’t need to worry about maintaining a farm on your base or workshop.

Talking to Biv at his bar is as much fun as talking to Rose at Top of the World. This robot is not only as tedious as it comes, he’s just not at all a fun addition to the game. Worse, not only are the quests offered only once per day, you’re likely to get duplicate awards at the end of each quest (or nothing at all). I’m still waiting for Biv to give me the recipe for Lead Champagne. Like the Fasnacht festival drops below, they’re far too random to be of real use.

Additionally, what does liquor really do for you in Fallout 76? Unless you have invested in the three perks Professional Drinker, Happy-Go-Lucky and Party Boy/Girl, honestly not much. Some liquor adds limited points of strength and charisma, but not enough to run around hunting for liquor. It’s not until you invest and rank up the above perk cards that drinking liquor in Fallout 76 becomes useful. Even then, its limits are quite apparent. If Happy-Go-Lucky gave us up to 9 points of Luck instead of 3, it might be a more useful card. Worse, Party Boy doesn’t stack with Happy-Go-Lucky. This means that while the 1 strength of beer becomes 3 when Party Boy is on, it doesn’t impact the Happy-Go-Lucky card when it should.

Where did Bethesda go wrong? They went wrong by introducing this update at a time when it was half complete. Because these are new crafting tables, unfortunately there are no new perk cards to control them. For example, the chemistry table has perk cards that double the quantities produced. With other perk cards like Super Duper (Luck), you can quadruple your output. None of these perk cards apply to the Brewing Station. And worse, because there are no new Perk cards to control the Distillery, you’re limited to crafting them one at a time with full amounts of ingredients. No doubling or quadrupling here.

Even worse, the new liquors have very bad “hangover” effects. For example, Nukashine randomly fast travels you to some location in the world when the hangover starts. Rad Ant Lager gives you +50 carry weight for a limited period of time and then penalizes you with a -50 carry weight “hangover” for around 1 minute. The Hard Lemonade gives you super fast AP regeneration at the cost of the exact opposite effect during the 1 minute hangover. In fact, because AP regeneration comes to a halt and doesn’t regenerate, this leaves you with no AP at all when you run out. These effects are WAY overkill. No other “standard” liquors in Fallout 76 have such bad negative effects. Additionally, there are perk cards there to help out those liquors. Yet, with these new liquors, there are no perk cards at all to reduce or eliminate the negative effects of Rad Ant Lager or Nukashine or Hard Lemonade… making consuming these new liquors useless. Just stick with the “regular” beers and spirits with no such negative effects.

As for Fasnacht, it’s okay. Just okay. The parade is effectively a remake of Distinguished Guests at Bolton Greens. If Bethesda could have designed something new here, I might be a bit more kind. Unfortunately, redoing something that’s already been done in the game is, well, boring. Additionally, the mask drops at the end are tedious. So far, I’ve amassed nearly 4 duplicates of every common mask. I’ve yet to get any of the rare masks, like the Jester. Bethesda needs to award masks every single play through and while they are awarded randomly, they shouldn’t make some masks more rare than others. Make the weight of all mask drops equal. This way everyone gets a chance at every mask possible. Additionally, lose the extra stuff. It’s great that plans drop for festival decorations, but no one really wants these. Instead, just place these plans around the Fasnacht festival (and around the rest of the world) for people to find. No need to award these more-or-less useless items.

This is the example of how Bethesda continues to go wrong with this game. They only half think through these ideas and then they half-assed implement them. Worse, the Distillery may have seemed like a great idea on paper, it’s pretty much worthless in practice. If they had given us a new liquor that drastically increases damage output of weapons or drastically increase damage resistance against certain types of foes without the negative effects, that would be a useful addition. Because none of this exists, brewing liquor is pointless.

Mask Drop Rate Controversy

It has come to the attention of many gamers that certain “rare” masks never dropped during the Fasnacht event. These masks included the Skull, Goblin, Old Man Winter, Sun and Jester masks. The masks that dropped most frequently included Giant, Witch and Soldier. The masks which dropped a little less frequently are the Toothy Man and the Owl.

A gamer claims to have received the Sun mask, but it is unclear if the user actually got the mask at the completion of a Fasnacht event or through the Dev room. According to a poll on Reddit, no other masks dropped for anyone besides that one mask for that one user.

It has been estimated at a .03% chance of receiving the Sun, Skull, Jester, Old Man Winter or Goblin at the end of any given event. That means you’d need to play over 3000 events to actually have a chance at receiving one of these masks. Considering that only 24 events exist on any one server in a 24 hour period and considering this event only ran for 7 days, it was almost impossible to receive any masks other than those that did drop.

Why Bethesda decided to dropped these specific masks at that low of a rate is as yet unknown. It’s also very unlikely Bethesda’s devs would ever be forthcoming about their own failures. The reality is, the devs probably screwed up on the math and those masks just didn’t drop.

Bethesda could make it up to us by offering a limited time duplicate exchange. Let us exchange some of our duplicate Witch, Soldier, Toothy Man, Owl or Giant masks for the “rare” masks which we should have gotten had the drop percentages been programmed correctly. Bethesda, you made a mistake, just be straightforward with us and give us an even swap of our duplicates.

The difficulty I have with these masks isn’t the drop rate or the rarity level. It’s the fact that the event only ran for 7 days. For an indefinite and ongoing game, setting extremely low drop rates is fine because you have infinite amounts of time to quest for these items. For an event that runs for only 7 days, Bethesda should have increased the drop rate. The drop rate should have been increased commensurate with the limited length of the Fasnacht event. Instead, Bethesda kept the drop rates at the same levels as events that would operate continually throughout the year.

By prominently showing the masks in promo materials to rope users in to play the event and then promise the hope of obtaining one of the masks, this sets an expectation that these masks would drop with more frequency than zero (0) during those 7 days. If even 10 players got them, that would at least show some effort by Bethesda. Yet, with a .03% chance of obtaining one of those masks in those 7 days, Bethesda seems intent to defraud its users… particularly any gamer who bought the game with the intent of getting one of those masks. Bethesda needs to be more careful with these limited time events when considering the promo materials they are using. Promo materials promise things, but when those things don’t deliver, that’s when a legal problem exists. It’s called fraud.

Crafting Stations

There are two crafting stations for your distilling pleasure: A Brewing Station and a Fermenter. The Fermenter is not strictly even needed. The Brewing Station produces unfermented bottles. These bottles have a condition meter. As the condition deteriorates, it leads toward a completed bottle of liquor. All unfermented bottles of liquor will eventually become fermented. An ‘unfermented beer’ ticks down to become a ‘beer’. This is just the opposite of food spoiling. This means you don’t need to use a Fermenter. You can simply carry them around in your inventory and eventually they will ferment. It’s much faster to use a Fermenter, but you don’t need to use it if you have inventory space and you’re willing to wait. I’ll also point out that using the Fermenter requires space in your stash. As you place up to 10 bottles in the Fermenter, they weigh 1 each which means you’ll need a total of 10 weight of free space in your stash to ferment. For those of us always 1 or 2 points away from being full, that’s no bueno. Again, half-assed implementation. The Fermenter should have had its own 10 bottle space just for fermenting.

Whether or not these unfermented items are affected by the Good with Salt perk card that preserves food condition is unknown. However, knowing Bethesda, Good with Salt probably does slow down the fermentation process if you’re carrying around unfermented beer expecting it to ferment. I would suggest removing this perk card if you intend to let liquor ferment on your person. Of course, removing that card also means that any food items you are carrying will spoil much faster. This means you have to take the good with the bad… probably something Bethesda didn’t intentionally design. A separate and new perk card here would have been welcomed.

Recipes and Nukashine

Bethesda typically gives you a handful of recipes right off the bat with any workbench. The Brewing Station is no different. You get the crafting basics which include beer, wine, vodka, rum, bourbon, whiskey and the new Nukashine. If you want any other recipes, you have to go find them. Of course, you can’t make any specialty beers (without a recipe) like Old Possum, Pickaxe Pilsner or Old Holler Lager. You can only make ‘Beer’ once you get your station. Biv may award you recipes for these beers later. Still, some of these specialty beers will require more esoteric ingredients to be located and farmed… typically requiring ingredients you can’t grow at your base.

The new thing to make is ‘Nukashine’. Nukashine is a combination of a Nuka-Cola Quantum and various ingredients. You can ferment this one twice. Once to Nukashine and again to Vintage Nukashine.

Personally, I find Nukashine to be a pointless beverage. The Nuka Quantum grenades are much more useful uses of a Nuka Cola Quantum. Unlike Beer, Wine and Spirits which offer benefits when using Party Boy/Girl and Happy-Go-Lucky, Nukashine doesn’t extend these perk card benefits.

Worse, Nukashine only offers ‘Unarmed Damage’ benefits… as if anyone runs around in this world unarmed. On top of that, this drink is prone to having your character black out when it wears off. This means that your character will be randomly transported somewhere in the world. It could be some place innocuous like Flatwood or it could be in a Blast Zone with 3 Scorchbeasts and a bunch of high level Scorched. I would be fine with such a tactic IF the game weren’t so entirely problematic after fast travel. Because your character spawns into the game world up to a minute before the client’s visuals release controls to you, your character could be dead the instant the game releases controls. I don’t at all find this part of Fallout 76 challenging. In fact, I find it entirely frustrating… making the use of Nukashine even more pointless.

For this reason, this is why releasing something like Nukashine is an entirely premature addition to Fallout 76. The devs needed to have fixed these fundamental fast travel flaws long before releasing Nukashine. For example, they should have fixed the time it takes between when your character appears in the world and when the client releases controls to you. This time disparity allows the in-game enemies well enough time to kill your character many times over. For the unpredictability of Nukashine’s “blackouts”, this in no way makes this drink useful at all. It’s a novelty to try once, but for being actually useful all of the time, no way. In other words, no one is going to want Nukashine.

Rad Ant Lager and Biv’s Daily Quest

Yet another fail by Bethesda. They just seem to be racking them up. One of the first Atom Challenges in the new distillery world was to Fight a Rad Ant while under the influence of Rad Ant Lager. This would get you 10 Atom. To get the recipe to make Rad Ant Lager, you had to visit Biv at the Big Al’s Tattoo Parlor in Morgantown. He provides a ‘Daily’ quest that will get you that recipe. Unfortunately, because it’s a Daily quest, that means that once he’s issued this quest once in the day, he’s not likely to do it again until the next day.

Because this challenge was very specific and because it relied on a daily quest to get the recipe for Rad Ant Lager, it was almost impossible for MOST gamers to get this recipe to complete this challenge. This is, again, another fail by Bethesda.

Bethesda, if you’re reading, you need to provide more succinct ways to obtain recipes than being beholden to a bot to randomly give you a once-a-day quest. Instead, leave the recipe lying around somewhere easy to find. Have Rad Ants drop it occasionally. Additionally, Rad Ants are one of the harder enemies in the world to find. It just makes this quest all the more difficult. This challenge should never have been a daily challenge… especially not on the day of the release of the crafting stations. This should have been a weekly challenge. A total fail!

Overall

Bethesda is lost. Lost to their own weird ways and lost to what Fallout means as a franchise. It’s not about adding stupid things to the game, it’s about making the game challenging in ways that matter. Bethesda STILL needs to fix this game. There are so many instabilities, problems and crashes that these need to be tackled LONG BEFORE adding new features like brewing stations to the game. Yes, I’m thankful for the larger base budget, but not because I can craft brewing stations. I needed it to add more stuff to my base.

Bethesda, if you want us to buy into Atom and the Atom Store, you need to give us enough budget to craft the Atom Store items in our camps. Because my base has been at the hard edge of the budget for months, I couldn’t buy anything from the Atom Store that took budget. The only things I could buy were emotes, icons, skins and clothing items. That’s it. Statues and other budget consuming items have been pointless for months. That means I would need to delete items from my base to craft new items. Not doing that.

Even still, I am again at the edge of the budget even after the update. That budget addition didn’t go very far, though I was able to finally increase the size of my base… a much wanted facelift.

The distillery is interesting for about 5 minutes. However, adding vending machines, a bank, a way to transfer items between characters and decorating the camp via found world items is much more important to this longevity of this game. Please, stop with the time wasting additions and fix the problems that actually matter and add the features that are useful and that people actually want. When adding something new like the brewing stations, it’s also important to think through ALL of the supporting pieces, like perk cards. For example, should Super Duper apply? In this case, yes, it should. Yet, it doesn’t.

Wild Appalachia is a half-designed add-on added intended to recoup lost players. It’s a shallow and hollow add-on that overall adds little to the game. It’s also not likely to bring back lost players… at least, not for longer than for a day’s worth of play. DLC should keep players interested for weeks, not days. If the brewing station had been part of the game’s original release, it would have been useful for the questing. However, because many gamers are at Fallout 76’s endgame at this point, the brewing station adds little value to the game as the brews aren’t needed… even as hard as Bethesda is pushing players to use these new brews.

The Fasnacht event in Helvetia would have been a whole lot more fun with more variety. Because every play through is nearly identical, including where the enemies are likely to spawn, it makes playing this parade event boring after about the third time. Helvetia needs at least 3 different events that are randomly chosen and run at more frequent intervals. Doing the same event over and over is an exercise in tedium, particularly because you get duplicate rewards over and over… tedium much like talking to Biv at Big Al’s Tattoo Parlor. If you’re going to enforce a cool down timer when we can run another Biv quest, just show us this timer on the screen so we don’t waste our time (and caps) going over there trying to get Biv to give us a new quest. Even better, just have Biv issue the quest to us from afar.

Banned Users and Fallout 76

As a result of the object duping that occurred in several releases earlier, Bethesda created a bot to ‘detect’ possible duping on accounts. As a result, Bethesda banned a bunch of gamer accounts it suspected of having duped in-game items. For example, some of the ways in which it detected this was by seeing over 100,000 items amassed in a single account over a 30 day period. There were other markers it also used to make this determination.

Anyway, Bethesda had banned a number of gamers from Fallout 76 after its bot detected unusual activity on the account. As has been the case, Bethesda may or may not send out email to users it has banned from the game. When they do provide a message, it’s terse, generic and not always applicable to the gamer’s situation.

Here’s the rub. After the release of Wild Appalachia, many formerly banned gamers surprisingly found their accounts had been unbanned. Many took this as a sign that the ban was over. Yet, Bethesda had stated nothing of this situation. After 3-4 days of being able to enter and play Fallout 76 again, these same banned gamers found their accounts banned once again. Bethesda is entirely silent for why these accounts were both unbanned at the release of Wild Appalachia and why they were rebanned 3-4 days later. Bethesda is not forthcoming.

This company can’t really seem to get a break from all of these snafus, yet these problems are all of Bethesda’s own making. If their PR is tanking again, it’s simply because Bethesda doesn’t really seem to be a trustworthy company any longer. Personally, I think Bethesda should stick to offline single player worlds and give up this fantasy of producing MMORPGs which they are clearly ill prepared to manage.

Patch 9 — May 7

While I haven’t been updating this article for each individual patch, patch 9 needs to be discussed. While previous patches introduced one of the stupidest and most pointless items yet included in this game (the camera), patch 9 introduces an overly grindy new questline to obtain a simple and stupid item, the backpack. However, that’s not the reason I’m writing this update.

If you want to find all of the new stuff (which have, so far, all been very pointless), I suggest you play the game. But, before you run off to find the stupid that’s been included, please read on. The updated “new” stuff isn’t really even worth my time describing here, let alone finding it in the game. Yes, these updates are actually pointless and stupid, so there is no point writing about it here.

What is worth describing is exactly how broken Fallout 76, as a game, has become. We thought the Beta was bad, but now the game is entirely broken in so many more new ways. For example, VATs was questionable when the game launched, now it is entirely broken. At least 80-90% of the time, VATs won’t work on Melee weapons… AT ALL. When it does work. it doesn’t work as expected. When I say it doesn’t work, what I mean is… when you click to enable VATs, the percentage meter shows 0%, even when the enemy is standing an inch in front of you. Yes, well closer than needed for a melee weapon to connect and you STILL see 0%. As I said, entirely broken.

With ranged weapons, the VATs percent meter toggles between 0% and some random number between 0% and 90% every microsecond. This means that when you’re ready to release the trigger, it’s likely to be at a moment when the meter read 0% and you’ve wasted your ammo. This happens continuously in VATs. Even weapons that used to formerly offer extreme levels of accuracy (i.e., scoped weapons) can now show 35, 45 or 50% accuracy. Bethesda has ENTIRELY broken VATs in this release and the guns that rely on it.

AND… this is the bigger point I’m trying to make. With every single new patch, Bethesda makes Fallout 76 WORSE, never better. Sure, adding DLC might seem like a positive, but it is FAR overshadowed by all of the stupid fundamental bugs constantly being introduced into the required game engine features, like combat. Maybe Bethesda thinks this makes the game challenging, but in fact it makes the game absolute dogshit… to the point that there’s no point in playing Fallout 76.

All of these unpredictable changes and tweaks that Bethesda keeps introducing is turning this game into an unplayable turd of epic proportions. No, the game isn’t entirely unplayable yet, but it is fast becoming unplayable. With basic systems like VATs completely broken, you have to rely on hip-firing, which is also becoming fast problematic. Just like all other combat, hip firing has also become worse and worse with each new release. In fact, not VATs, not scoped and not hip-firing can you actually hit your target most of the time. I’ve wasted so much ammo to this problem, it just makes me want to scream.

If the point is to make Fallout 76 even more grindy than it already is, then well done Bethesda. But, I won’t be coming back to this game without some MAJOR improvements in the basic game engine. Right now, Fallout 76 is entirely in turd territory and fast becoming barf. Bethesda, stop with the unnecessary and stupid additions and FOCUS on the basics. Make them work. You can come back and add Sheepsquatches and Cameras and Backpacks when the engine actually works properly.

Combat Engine

One of the sorest points of Fallout 76 is its combat engine. In fact, it’s probably one of the worst combat engines I’ve experienced in a game to date. Not only does the game completely miss controller button presses entirely (a separate problem not related to combat), there are times when you can aim dead onto an enemy with a scope and the bullet doesn’t connect. It can do this several times in a row. Worse, some guns like Gauss rifles, entirely misfire. By misfire, I mean you press the trigger, release and the gun makes a sad noise and does nothing. You have to press the trigger and try again. It can even do this several times in a row. This makes the Gauss rifle currently THE WORST rifle in the game. It’s the only rifle in the game that has this misfire problem. No other weapon in the game does this… not even its sister, the Tesla rifle. I digress.

Let’s get back to the combat problems. In any other game, you can see what the enemy’s stats are. Perhaps not right away, but after leveling up and gaining a few perks, you get to see what you’re up against. Not in Fallout 76. The only stat information you are given about an enemy is its level. That’s it. You don’t get to see its HP, it’s attack types (i.e., poison, sonic, etc). You have to find out its attack type by entering combat, even then you don’t really know.

For example, the Sheepsquatch (a newly introduced enemy) has an attack that temporarily poisons you and slows your movement speed… by a LOT. In fact, it slows movement speed by WAY too much. Its attack is so overpowered, in fact, it’s way out of balance. But, that’s not the half of it. There is no counter to this movement speed attack. No perk cards to apply, no liquors to drink, no foods to consume, nothing. Bethesda introduced an enemy with an attack and NO player countermeasure. THIS is why this game is nearly unplayable.

Worse, and this problem has existed since day one, certain enemies can attack you once, but land 4 or 5 hits successively (you can hear your character grunt 4 or 5 times and the HP meter moves that many times)… an impossibility for a single enemy hit. For example, Molerats, Bloodbugs, and Stingwings have this attack. And then there’s robots. Level 52 Colonel Gutsy robots utilize 5.56 ammo weapons, which bypasses 100% of any armor you’re wearing (possibly more). Literally, a level 52 Colonel Gutsy or 68 level Supermutant can, while wielding a 5.56 ammo weapon and even at my character’s level of 152, eat all of my HP in probably 20-30 shots. There is no other weapon + ammo in the game capable of this feat except for the highly broken 5.56 wielding characters. This makes power armor, which is supposed to be some of the strongest armor in the game, actually some of the weakest armor. Even Sentinel armor (non-power armor) is stronger against this ammo type than the higher damage resistant Power Armor. Literally, the damage resistance in Fallout 76 means NOTHING.

Other stupidity is distance of attack. For example, I’ve had melee hits by many enemies from way too far a distance. Even though I can’t even strike an enemy when it’s inches from my character, the enemies can melee strike at distances nearing two or three car lengths away… literally impossible distances. Again, not at all a proper combat system.

Even worse, many of the enemies in the game can traverse vast distances in a fraction of a second. Player characters have no such capabilities at all, yet enemies can be a football field away and then right next to your character attacking in less than 2 seconds. I realize this is supposed to be a mutated wasteland, but that attack pattern is still entirely ridiculous.

When it comes to collision detection of bullets, I ask, “What collision detection?” Seriously, there’s practically none. This means that far too many bullets entirely miss their targets no matter how carefully you aim. Worse, with each new release, Bethesda keeps reducing the damage output of weapons making the weapons useless and the game less and less fun to play. It started with the two shot explosive weapons as a countermeasure to the duping. Since then, Bethesda has kept reducing weapon output damage on each new patch. Sometimes they do this by reducing perk card damage bonuses, sometimes they reduce the damage output of the weapon itself.

With each reduction, the game is fast becoming even more broken. Bethesda can’t even be bothered to fix some of the basic combat problems of VATs and collision detection, yet they’re more than willing to reduce weapon output damage? Bethesda, you need to get your priorities straight.

It’s not as if Fallout 76 wasn’t already one big grindy mess from the beginning, but now it’s just a grind. If you really like spending hours and hours with weapons that do 10 hit point damage against an enemy with thousands of hit points, then Fallout 76 might be your game. I don’t know about you, but I prefer to kill an enemy in some timely manner. I don’t want to spend 45 minutes or an hour entangled in a single enemy engagement for a literal crap loot drop. If you’re going to make me spend at least 45 minutes in combat with a single enemy, you better give me something WORTH spending that time. They’re not. Because the drops are entirely random, you might get nothing (yes, the entire drop could be empty), you might get a level 5 item or, very, very rarely, you might get something worth the time. Most of the time, the loot isn’t even worth picking up from the dead enemy.

At this point, this game should be getting better, not worse. Yet, it has gone from bad to worse. No, I’m not kidding. At this point, this game’s combat system is literally so bad, I actually classify it as “shit on a stick”. If you’re considering the purchase of Fallout 76, I would recommend you to think twice… especially considering how old this game is at this point. I literally cannot recommend this game to anyone.